2013-04-04 22:35:38 +00:00
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//
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/*
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=======================================================================
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USER INTERFACE SABER LOADING & DISPLAY CODE
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=======================================================================
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*/
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// leave this at the top of all UI_xxxx files for PCH reasons...
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//
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#include "../server/exe_headers.h"
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#include "ui_local.h"
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#include "ui_shared.h"
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#include "../ghoul2/G2.h"
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2013-04-04 23:21:13 +00:00
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#define MAX_SABER_DATA_SIZE 0x80000
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2013-04-04 22:35:38 +00:00
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// On Xbox, static linking lets us steal the buffer from wp_saberLoad
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// Just make sure that the saber data size is the same
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#ifdef _XBOX
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extern char SaberParms[MAX_SABER_DATA_SIZE];
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#else
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char SaberParms[MAX_SABER_DATA_SIZE];
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#endif
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qboolean ui_saber_parms_parsed = qfalse;
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static qhandle_t redSaberGlowShader;
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static qhandle_t redSaberCoreShader;
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static qhandle_t orangeSaberGlowShader;
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static qhandle_t orangeSaberCoreShader;
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static qhandle_t yellowSaberGlowShader;
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static qhandle_t yellowSaberCoreShader;
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static qhandle_t greenSaberGlowShader;
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static qhandle_t greenSaberCoreShader;
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static qhandle_t blueSaberGlowShader;
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static qhandle_t blueSaberCoreShader;
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static qhandle_t purpleSaberGlowShader;
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static qhandle_t purpleSaberCoreShader;
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void UI_CacheSaberGlowGraphics( void )
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{//FIXME: these get fucked by vid_restarts
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redSaberGlowShader = re.RegisterShader( "gfx/effects/sabers/red_glow" );
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redSaberCoreShader = re.RegisterShader( "gfx/effects/sabers/red_line" );
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orangeSaberGlowShader = re.RegisterShader( "gfx/effects/sabers/orange_glow" );
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orangeSaberCoreShader = re.RegisterShader( "gfx/effects/sabers/orange_line" );
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yellowSaberGlowShader = re.RegisterShader( "gfx/effects/sabers/yellow_glow" );
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yellowSaberCoreShader = re.RegisterShader( "gfx/effects/sabers/yellow_line" );
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greenSaberGlowShader = re.RegisterShader( "gfx/effects/sabers/green_glow" );
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greenSaberCoreShader = re.RegisterShader( "gfx/effects/sabers/green_line" );
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blueSaberGlowShader = re.RegisterShader( "gfx/effects/sabers/blue_glow" );
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blueSaberCoreShader = re.RegisterShader( "gfx/effects/sabers/blue_line" );
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purpleSaberGlowShader = re.RegisterShader( "gfx/effects/sabers/purple_glow" );
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purpleSaberCoreShader = re.RegisterShader( "gfx/effects/sabers/purple_line" );
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}
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qboolean UI_ParseLiteral( const char **data, const char *string )
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{
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const char *token;
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token = COM_ParseExt( data, qtrue );
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if ( token[0] == 0 )
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{
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ui.Printf( "unexpected EOF\n" );
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return qtrue;
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}
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if ( Q_stricmp( token, string ) )
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{
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ui.Printf( "required string '%s' missing\n", string );
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return qtrue;
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}
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return qfalse;
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}
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qboolean UI_SaberParseParm( const char *saberName, const char *parmname, char *saberData )
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{
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const char *token;
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const char *value;
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const char *p;
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if ( !saberName || !saberName[0] )
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{
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return qfalse;
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}
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//try to parse it out
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p = SaberParms;
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COM_BeginParseSession();
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// look for the right saber
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while ( p )
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{
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token = COM_ParseExt( &p, qtrue );
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if ( token[0] == 0 )
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{
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return qfalse;
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}
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if ( !Q_stricmp( token, saberName ) )
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{
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break;
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}
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SkipBracedSection( &p );
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}
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if ( !p )
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{
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return qfalse;
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}
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if ( UI_ParseLiteral( &p, "{" ) )
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{
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return qfalse;
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}
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// parse the saber info block
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while ( 1 )
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{
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token = COM_ParseExt( &p, qtrue );
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if ( !token[0] )
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{
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ui.Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing '%s'\n", saberName );
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return qfalse;
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}
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if ( !Q_stricmp( token, "}" ) )
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{
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break;
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}
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if ( !Q_stricmp( token, parmname ) )
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{
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if ( COM_ParseString( &p, &value ) )
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{
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continue;
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}
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strcpy( saberData, value );
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return qtrue;
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}
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SkipRestOfLine( &p );
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continue;
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}
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return qfalse;
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}
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qboolean UI_SaberProperNameForSaber( const char *saberName, char *saberProperName )
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{
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return UI_SaberParseParm( saberName, "name", saberProperName );
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}
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qboolean UI_SaberModelForSaber( const char *saberName, char *saberModel )
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{
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return UI_SaberParseParm( saberName, "saberModel", saberModel );
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}
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qboolean UI_SaberSkinForSaber( const char *saberName, char *saberSkin )
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{
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return UI_SaberParseParm( saberName, "customSkin", saberSkin );
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}
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qboolean UI_SaberTypeForSaber( const char *saberName, char *saberType )
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{
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return UI_SaberParseParm( saberName, "saberType", saberType );
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}
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int UI_SaberNumBladesForSaber( const char *saberName )
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{
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char numBladesString[8]={0};
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UI_SaberParseParm( saberName, "numBlades", numBladesString );
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int numBlades = atoi( numBladesString );
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if ( numBlades < 1 )
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{
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numBlades = 1;
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}
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else if ( numBlades > 8 )
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{
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numBlades = 8;
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}
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return numBlades;
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}
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2013-04-04 23:21:13 +00:00
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qboolean UI_SaberShouldDrawBlade( const char *saberName, int bladeNum )
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{
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int bladeStyle2Start = 0, noBlade = 0;
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char bladeStyle2StartString[8]={0};
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char noBladeString[8]={0};
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UI_SaberParseParm( saberName, "bladeStyle2Start", bladeStyle2StartString );
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if ( bladeStyle2StartString
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&& bladeStyle2StartString[0] )
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{
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bladeStyle2Start = atoi( bladeStyle2StartString );
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}
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if ( bladeStyle2Start
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&& bladeNum >= bladeStyle2Start )
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{//use second blade style
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UI_SaberParseParm( saberName, "noBlade2", noBladeString );
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if ( noBladeString
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&& noBladeString[0] )
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{
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noBlade = atoi( noBladeString );
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}
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}
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else
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{//use first blade style
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UI_SaberParseParm( saberName, "noBlade", noBladeString );
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if ( noBladeString
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&& noBladeString[0] )
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{
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noBlade = atoi( noBladeString );
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}
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}
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return ((qboolean)(noBlade==0));
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}
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2013-04-04 22:35:38 +00:00
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float UI_SaberBladeLengthForSaber( const char *saberName, int bladeNum )
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{
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char lengthString[8]={0};
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float length = 40.0f;
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UI_SaberParseParm( saberName, "saberLength", lengthString );
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if ( lengthString[0] )
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{
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length = atof( lengthString );
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if ( length < 0.0f )
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{
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length = 0.0f;
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}
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}
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UI_SaberParseParm( saberName, va("saberLength%d", bladeNum+1), lengthString );
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if ( lengthString[0] )
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{
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length = atof( lengthString );
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if ( length < 0.0f )
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{
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length = 0.0f;
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}
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}
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return length;
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}
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float UI_SaberBladeRadiusForSaber( const char *saberName, int bladeNum )
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{
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char radiusString[8]={0};
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float radius = 3.0f;
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UI_SaberParseParm( saberName, "saberRadius", radiusString );
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if ( radiusString[0] )
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{
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radius = atof( radiusString );
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if ( radius < 0.0f )
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{
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radius = 0.0f;
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}
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}
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UI_SaberParseParm( saberName, va("saberRadius%d", bladeNum+1), radiusString );
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if ( radiusString[0] )
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{
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radius = atof( radiusString );
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if ( radius < 0.0f )
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{
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radius = 0.0f;
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}
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}
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return radius;
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}
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void UI_SaberLoadParms( void )
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{
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int len, totallen, saberExtFNLen, fileCnt, i;
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char *buffer, *holdChar, *marker;
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char saberExtensionListBuf[2048]; // The list of file names read in
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//ui.Printf( "UI Parsing *.sab saber definitions\n" );
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ui_saber_parms_parsed = qtrue;
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UI_CacheSaberGlowGraphics();
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//set where to store the first one
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totallen = 0;
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marker = SaberParms;
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marker[0] = '\0';
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//now load in the sabers
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fileCnt = ui.FS_GetFileList("ext_data/sabers", ".sab", saberExtensionListBuf, sizeof(saberExtensionListBuf) );
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holdChar = saberExtensionListBuf;
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for ( i = 0; i < fileCnt; i++, holdChar += saberExtFNLen + 1 )
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{
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saberExtFNLen = strlen( holdChar );
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len = ui.FS_ReadFile( va( "ext_data/sabers/%s", holdChar), (void **) &buffer );
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if ( len == -1 )
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{
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ui.Printf( "UI_SaberLoadParms: error reading %s\n", holdChar );
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}
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else
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{
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if ( totallen && *(marker-1) == '}' )
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{//don't let it end on a } because that should be a stand-alone token
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strcat( marker, " " );
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totallen++;
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marker++;
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}
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len = COM_Compress( buffer );
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if ( totallen + len >= MAX_SABER_DATA_SIZE ) {
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Com_Error( ERR_FATAL, "UI_SaberLoadParms: ran out of space before reading %s\n(you must make the .npc files smaller)", holdChar );
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}
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strcat( marker, buffer );
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ui.FS_FreeFile( buffer );
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totallen += len;
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marker += len;
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}
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}
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}
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void UI_DoSaber( vec3_t origin, vec3_t dir, float length, float lengthMax, float radius, saber_colors_t color )
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{
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vec3_t mid, rgb={1,1,1};
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qhandle_t blade = 0, glow = 0;
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refEntity_t saber;
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float radiusmult;
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if ( length < 0.5f )
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{
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// if the thing is so short, just forget even adding me.
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return;
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}
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// Find the midpoint of the saber for lighting purposes
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VectorMA( origin, length * 0.5f, dir, mid );
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switch( color )
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{
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case SABER_RED:
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glow = redSaberGlowShader;
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blade = redSaberCoreShader;
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VectorSet( rgb, 1.0f, 0.2f, 0.2f );
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break;
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case SABER_ORANGE:
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glow = orangeSaberGlowShader;
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blade = orangeSaberCoreShader;
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VectorSet( rgb, 1.0f, 0.5f, 0.1f );
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break;
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case SABER_YELLOW:
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glow = yellowSaberGlowShader;
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blade = yellowSaberCoreShader;
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VectorSet( rgb, 1.0f, 1.0f, 0.2f );
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break;
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case SABER_GREEN:
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glow = greenSaberGlowShader;
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blade = greenSaberCoreShader;
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VectorSet( rgb, 0.2f, 1.0f, 0.2f );
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break;
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case SABER_BLUE:
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glow = blueSaberGlowShader;
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blade = blueSaberCoreShader;
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VectorSet( rgb, 0.2f, 0.4f, 1.0f );
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break;
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case SABER_PURPLE:
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glow = purpleSaberGlowShader;
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blade = purpleSaberCoreShader;
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VectorSet( rgb, 0.9f, 0.2f, 1.0f );
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break;
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}
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// always add a light because sabers cast a nice glow before they slice you in half!! or something...
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/*
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if ( doLight )
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{//FIXME: RGB combine all the colors of the sabers you're using into one averaged color!
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|
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cgi_R_AddLightToScene( mid, (length*2.0f) + (random()*8.0f), rgb[0], rgb[1], rgb[2] );
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
|
|
|
|
memset( &saber, 0, sizeof( refEntity_t ));
|
|
|
|
|
|
|
|
// Saber glow is it's own ref type because it uses a ton of sprites, otherwise it would eat up too many
|
|
|
|
// refEnts to do each glow blob individually
|
|
|
|
saber.saberLength = length;
|
|
|
|
|
|
|
|
// Jeff, I did this because I foolishly wished to have a bright halo as the saber is unleashed.
|
|
|
|
// It's not quite what I'd hoped tho. If you have any ideas, go for it! --Pat
|
|
|
|
if (length < lengthMax )
|
|
|
|
{
|
|
|
|
radiusmult = 1.0 + (2.0 / length); // Note this creates a curve, and length cannot be < 0.5.
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
radiusmult = 1.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
float radiusRange = radius * 0.075f;
|
|
|
|
float radiusStart = radius-radiusRange;
|
|
|
|
|
|
|
|
saber.radius = (radiusStart + crandom() * radiusRange)*radiusmult;
|
|
|
|
//saber.radius = (2.8f + crandom() * 0.2f)*radiusmult;
|
|
|
|
|
|
|
|
|
|
|
|
VectorCopy( origin, saber.origin );
|
|
|
|
VectorCopy( dir, saber.axis[0] );
|
|
|
|
saber.reType = RT_SABER_GLOW;
|
|
|
|
saber.customShader = glow;
|
|
|
|
saber.shaderRGBA[0] = saber.shaderRGBA[1] = saber.shaderRGBA[2] = saber.shaderRGBA[3] = 0xff;
|
|
|
|
//saber.renderfx = rfx;
|
|
|
|
|
|
|
|
DC->addRefEntityToScene( &saber );
|
|
|
|
|
|
|
|
// Do the hot core
|
|
|
|
VectorMA( origin, length, dir, saber.origin );
|
|
|
|
VectorMA( origin, -1, dir, saber.oldorigin );
|
|
|
|
saber.customShader = blade;
|
|
|
|
saber.reType = RT_LINE;
|
|
|
|
radiusStart = radius/3.0f;
|
|
|
|
saber.radius = (radiusStart + crandom() * radiusRange)*radiusmult;
|
|
|
|
// saber.radius = (1.0 + crandom() * 0.2f)*radiusmult;
|
|
|
|
|
|
|
|
DC->addRefEntityToScene( &saber );
|
|
|
|
}
|
|
|
|
|
|
|
|
saber_colors_t TranslateSaberColor( const char *name )
|
|
|
|
{
|
|
|
|
if ( !Q_stricmp( name, "red" ) )
|
|
|
|
{
|
|
|
|
return SABER_RED;
|
|
|
|
}
|
|
|
|
if ( !Q_stricmp( name, "orange" ) )
|
|
|
|
{
|
|
|
|
return SABER_ORANGE;
|
|
|
|
}
|
|
|
|
if ( !Q_stricmp( name, "yellow" ) )
|
|
|
|
{
|
|
|
|
return SABER_YELLOW;
|
|
|
|
}
|
|
|
|
if ( !Q_stricmp( name, "green" ) )
|
|
|
|
{
|
|
|
|
return SABER_GREEN;
|
|
|
|
}
|
|
|
|
if ( !Q_stricmp( name, "blue" ) )
|
|
|
|
{
|
|
|
|
return SABER_BLUE;
|
|
|
|
}
|
|
|
|
if ( !Q_stricmp( name, "purple" ) )
|
|
|
|
{
|
|
|
|
return SABER_PURPLE;
|
|
|
|
}
|
|
|
|
if ( !Q_stricmp( name, "random" ) )
|
|
|
|
{
|
|
|
|
return ((saber_colors_t)(Q_irand( SABER_ORANGE, SABER_PURPLE )));
|
|
|
|
}
|
|
|
|
return SABER_BLUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
saberType_t TranslateSaberType( const char *name )
|
|
|
|
{
|
|
|
|
if ( !Q_stricmp( name, "SABER_SINGLE" ) )
|
|
|
|
{
|
|
|
|
return SABER_SINGLE;
|
|
|
|
}
|
|
|
|
if ( !Q_stricmp( name, "SABER_STAFF" ) )
|
|
|
|
{
|
|
|
|
return SABER_STAFF;
|
|
|
|
}
|
|
|
|
if ( !Q_stricmp( name, "SABER_BROAD" ) )
|
|
|
|
{
|
|
|
|
return SABER_BROAD;
|
|
|
|
}
|
|
|
|
if ( !Q_stricmp( name, "SABER_PRONG" ) )
|
|
|
|
{
|
|
|
|
return SABER_PRONG;
|
|
|
|
}
|
|
|
|
if ( !Q_stricmp( name, "SABER_DAGGER" ) )
|
|
|
|
{
|
|
|
|
return SABER_DAGGER;
|
|
|
|
}
|
|
|
|
if ( !Q_stricmp( name, "SABER_ARC" ) )
|
|
|
|
{
|
|
|
|
return SABER_ARC;
|
|
|
|
}
|
|
|
|
if ( !Q_stricmp( name, "SABER_SAI" ) )
|
|
|
|
{
|
|
|
|
return SABER_SAI;
|
|
|
|
}
|
|
|
|
if ( !Q_stricmp( name, "SABER_CLAW" ) )
|
|
|
|
{
|
|
|
|
return SABER_CLAW;
|
|
|
|
}
|
|
|
|
if ( !Q_stricmp( name, "SABER_LANCE" ) )
|
|
|
|
{
|
|
|
|
return SABER_LANCE;
|
|
|
|
}
|
|
|
|
if ( !Q_stricmp( name, "SABER_STAR" ) )
|
|
|
|
{
|
|
|
|
return SABER_STAR;
|
|
|
|
}
|
|
|
|
if ( !Q_stricmp( name, "SABER_TRIDENT" ) )
|
|
|
|
{
|
|
|
|
return SABER_TRIDENT;
|
|
|
|
}
|
|
|
|
if ( !Q_stricmp( name, "SABER_SITH_SWORD" ) )
|
|
|
|
{
|
|
|
|
return SABER_SITH_SWORD;
|
|
|
|
}
|
|
|
|
return SABER_SINGLE;
|
|
|
|
}
|
|
|
|
|
|
|
|
void UI_SaberDrawBlade( itemDef_t *item, char *saberName, int saberModel, saberType_t saberType, vec3_t origin, float curYaw, int bladeNum )
|
|
|
|
{
|
|
|
|
char bladeColorString[MAX_QPATH];
|
|
|
|
vec3_t angles={0};
|
|
|
|
|
|
|
|
if ( item->flags&(ITF_ISANYSABER) && item->flags&(ITF_ISCHARACTER) )
|
|
|
|
{ //it's bolted to a dude!
|
|
|
|
angles[YAW] = curYaw;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
angles[PITCH] = curYaw;
|
|
|
|
angles[ROLL] = 90;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( saberModel >= item->ghoul2.size() )
|
|
|
|
{//uhh... invalid index!
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( (item->flags&ITF_ISSABER) && saberModel < 2 )
|
|
|
|
{
|
|
|
|
DC->getCVarString( "ui_saber_color", bladeColorString, sizeof(bladeColorString) );
|
|
|
|
}
|
|
|
|
else//if ( item->flags&ITF_ISSABER2 ) - presumed
|
|
|
|
{
|
|
|
|
DC->getCVarString( "ui_saber2_color", bladeColorString, sizeof(bladeColorString) );
|
|
|
|
}
|
|
|
|
saber_colors_t bladeColor = TranslateSaberColor( bladeColorString );
|
|
|
|
|
|
|
|
float bladeLength = UI_SaberBladeLengthForSaber( saberName, bladeNum );
|
|
|
|
float bladeRadius = UI_SaberBladeRadiusForSaber( saberName, bladeNum );
|
|
|
|
vec3_t bladeOrigin={0};
|
|
|
|
vec3_t axis[3]={0};
|
|
|
|
mdxaBone_t boltMatrix;
|
|
|
|
qboolean tagHack = qfalse;
|
|
|
|
|
|
|
|
char *tagName = va( "*blade%d", bladeNum+1 );
|
|
|
|
int bolt = DC->g2_AddBolt( &item->ghoul2[saberModel], tagName );
|
|
|
|
|
|
|
|
if ( bolt == -1 )
|
|
|
|
{
|
|
|
|
tagHack = qtrue;
|
|
|
|
//hmm, just fall back to the most basic tag (this will also make it work with pre-JKA saber models
|
|
|
|
bolt = DC->g2_AddBolt( &item->ghoul2[saberModel], "*flash" );
|
|
|
|
if ( bolt == -1 )
|
|
|
|
{//no tag_flash either?!!
|
|
|
|
bolt = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
DC->g2_GetBoltMatrix( item->ghoul2, saberModel, bolt, &boltMatrix, angles, origin, uiInfo.uiDC.realTime, NULL, vec3_origin );//NULL was cgs.model_draw
|
|
|
|
|
|
|
|
// work the matrix axis stuff into the original axis and origins used.
|
|
|
|
DC->g2_GiveMeVectorFromMatrix(boltMatrix, ORIGIN, bladeOrigin);
|
|
|
|
DC->g2_GiveMeVectorFromMatrix(boltMatrix, NEGATIVE_X, axis[0]);//front (was NEGATIVE_Y, but the md3->glm exporter screws up this tag somethin' awful)
|
|
|
|
DC->g2_GiveMeVectorFromMatrix(boltMatrix, NEGATIVE_Y, axis[1]);//right
|
|
|
|
DC->g2_GiveMeVectorFromMatrix(boltMatrix, POSITIVE_Z, axis[2]);//up
|
|
|
|
|
|
|
|
float scale = DC->xscale;
|
|
|
|
|
|
|
|
if ( tagHack )
|
|
|
|
{
|
|
|
|
switch ( saberType )
|
|
|
|
{
|
|
|
|
case SABER_SINGLE:
|
|
|
|
case SABER_DAGGER:
|
|
|
|
case SABER_LANCE:
|
|
|
|
break;
|
|
|
|
case SABER_STAFF:
|
|
|
|
if ( bladeNum == 1 )
|
|
|
|
{
|
|
|
|
VectorScale( axis[0], -1, axis[0] );
|
|
|
|
VectorMA( bladeOrigin, 16*scale, axis[0], bladeOrigin );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case SABER_BROAD:
|
|
|
|
if ( bladeNum == 0 )
|
|
|
|
{
|
|
|
|
VectorMA( bladeOrigin, -1*scale, axis[1], bladeOrigin );
|
|
|
|
}
|
|
|
|
else if ( bladeNum == 1 )
|
|
|
|
{
|
|
|
|
VectorMA( bladeOrigin, 1*scale, axis[1], bladeOrigin );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case SABER_PRONG:
|
|
|
|
if ( bladeNum == 0 )
|
|
|
|
{
|
|
|
|
VectorMA( bladeOrigin, -3*scale, axis[1], bladeOrigin );
|
|
|
|
}
|
|
|
|
else if ( bladeNum == 1 )
|
|
|
|
{
|
|
|
|
VectorMA( bladeOrigin, 3*scale, axis[1], bladeOrigin );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case SABER_ARC:
|
|
|
|
VectorSubtract( axis[1], axis[2], axis[1] );
|
|
|
|
VectorNormalize( axis[1] );
|
|
|
|
switch ( bladeNum )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
|
|
|
|
VectorScale( axis[0], 0.75f, axis[0] );
|
|
|
|
VectorScale( axis[1], 0.25f, axis[1] );
|
|
|
|
VectorAdd( axis[0], axis[1], axis[0] );
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
VectorScale( axis[0], 0.25f, axis[0] );
|
|
|
|
VectorScale( axis[1], 0.75f, axis[1] );
|
|
|
|
VectorAdd( axis[0], axis[1], axis[0] );
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
VectorMA( bladeOrigin, -8*scale, axis[0], bladeOrigin );
|
|
|
|
VectorScale( axis[0], -0.25f, axis[0] );
|
|
|
|
VectorScale( axis[1], 0.75f, axis[1] );
|
|
|
|
VectorAdd( axis[0], axis[1], axis[0] );
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
VectorMA( bladeOrigin, -16*scale, axis[0], bladeOrigin );
|
|
|
|
VectorScale( axis[0], -0.75f, axis[0] );
|
|
|
|
VectorScale( axis[1], 0.25f, axis[1] );
|
|
|
|
VectorAdd( axis[0], axis[1], axis[0] );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case SABER_SAI:
|
|
|
|
if ( bladeNum == 1 )
|
|
|
|
{
|
|
|
|
VectorMA( bladeOrigin, -3*scale, axis[1], bladeOrigin );
|
|
|
|
}
|
|
|
|
else if ( bladeNum == 2 )
|
|
|
|
{
|
|
|
|
VectorMA( bladeOrigin, 3*scale, axis[1], bladeOrigin );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case SABER_CLAW:
|
|
|
|
switch ( bladeNum )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
VectorMA( bladeOrigin, 2*scale, axis[0], bladeOrigin );
|
|
|
|
VectorMA( bladeOrigin, 2*scale, axis[2], bladeOrigin );
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
VectorMA( bladeOrigin, 2*scale, axis[0], bladeOrigin );
|
|
|
|
VectorMA( bladeOrigin, 2*scale, axis[2], bladeOrigin );
|
|
|
|
VectorMA( bladeOrigin, 2*scale, axis[1], bladeOrigin );
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
VectorMA( bladeOrigin, 2*scale, axis[0], bladeOrigin );
|
|
|
|
VectorMA( bladeOrigin, 2*scale, axis[2], bladeOrigin );
|
|
|
|
VectorMA( bladeOrigin, -2*scale, axis[1], bladeOrigin );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case SABER_STAR:
|
|
|
|
switch ( bladeNum )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
VectorScale( axis[0], 0.33f, axis[0] );
|
|
|
|
VectorScale( axis[2], 0.67f, axis[2] );
|
|
|
|
VectorAdd( axis[0], axis[2], axis[0] );
|
|
|
|
VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
VectorScale( axis[0], -0.33f, axis[0] );
|
|
|
|
VectorScale( axis[2], 0.67f, axis[2] );
|
|
|
|
VectorAdd( axis[0], axis[2], axis[0] );
|
|
|
|
VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
VectorScale( axis[0], -1, axis[0] );
|
|
|
|
VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
VectorScale( axis[0], -0.33f, axis[0] );
|
|
|
|
VectorScale( axis[2], -0.67f, axis[2] );
|
|
|
|
VectorAdd( axis[0], axis[2], axis[0] );
|
|
|
|
VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
|
|
|
|
break;
|
|
|
|
case 5:
|
|
|
|
VectorScale( axis[0], 0.33f, axis[0] );
|
|
|
|
VectorScale( axis[2], -0.67f, axis[2] );
|
|
|
|
VectorAdd( axis[0], axis[2], axis[0] );
|
|
|
|
VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case SABER_TRIDENT:
|
|
|
|
switch ( bladeNum )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
VectorMA( bladeOrigin, 24*scale, axis[0], bladeOrigin );
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
VectorMA( bladeOrigin, -6*scale, axis[1], bladeOrigin );
|
|
|
|
VectorMA( bladeOrigin, 24*scale, axis[0], bladeOrigin );
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
VectorMA( bladeOrigin, 6*scale, axis[1], bladeOrigin );
|
|
|
|
VectorMA( bladeOrigin, 24*scale, axis[0], bladeOrigin );
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
VectorMA( bladeOrigin, -32*scale, axis[0], bladeOrigin );
|
|
|
|
VectorScale( axis[0], -1, axis[0] );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case SABER_SITH_SWORD:
|
|
|
|
//no blade
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( saberType == SABER_SITH_SWORD )
|
|
|
|
{//draw no blade
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
UI_DoSaber( bladeOrigin, axis[0], bladeLength, bladeLength, bladeRadius, bladeColor );
|
|
|
|
}
|
|
|
|
|
|
|
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extern qboolean ItemParse_asset_model_go( itemDef_t *item, const char *name );
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extern qboolean ItemParse_model_g2skin_go( itemDef_t *item, const char *skinName );
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void UI_GetSaberForMenu( char *saber, int saberNum )
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{
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char saberTypeString[MAX_QPATH]={0};
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saberType_t saberType = SABER_NONE;
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if ( saberNum == 0 )
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{
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DC->getCVarString( "g_saber", saber, MAX_QPATH );
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}
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else
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{
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DC->getCVarString( "g_saber2", saber, MAX_QPATH );
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}
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//read this from the sabers.cfg
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UI_SaberTypeForSaber( saber, saberTypeString );
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if ( saberTypeString[0] )
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{
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saberType = TranslateSaberType( saberTypeString );
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}
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switch ( uiInfo.movesTitleIndex )
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{
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case 0://MD_ACROBATICS:
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break;
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case 1://MD_SINGLE_FAST:
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case 2://MD_SINGLE_MEDIUM:
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case 3://MD_SINGLE_STRONG:
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if ( saberType != SABER_SINGLE )
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{
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Q_strncpyz(saber,"single_1",MAX_QPATH,qtrue);
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}
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break;
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case 4://MD_DUAL_SABERS:
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if ( saberType != SABER_SINGLE )
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{
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Q_strncpyz(saber,"single_1",MAX_QPATH,qtrue);
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}
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break;
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case 5://MD_SABER_STAFF:
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if ( saberType == SABER_SINGLE || saberType == SABER_NONE )
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{
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Q_strncpyz(saber,"dual_1",MAX_QPATH,qtrue);
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}
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break;
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}
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}
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void UI_SaberDrawBlades( itemDef_t *item, vec3_t origin, float curYaw )
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{
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//NOTE: only allows one saber type in view at a time
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char saber[MAX_QPATH];
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int saberNum = 0;
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int saberModel = 0;
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int numSabers = 1;
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if ( (item->flags&ITF_ISCHARACTER)//hacked sabermoves sabers in character's hand
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&& uiInfo.movesTitleIndex == 4 /*MD_DUAL_SABERS*/ )
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{
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numSabers = 2;
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}
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for ( saberNum = 0; saberNum < numSabers; saberNum++ )
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{
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if ( (item->flags&ITF_ISCHARACTER) )//hacked sabermoves sabers in character's hand
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{
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UI_GetSaberForMenu( saber, saberNum );
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saberModel = saberNum + 1;
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}
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else if ( (item->flags&ITF_ISSABER) )
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{
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DC->getCVarString( "ui_saber", saber, sizeof(saber) );
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saberModel = 0;
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}
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else if ( (item->flags&ITF_ISSABER2) )
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{
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DC->getCVarString( "ui_saber2", saber, sizeof(saber) );
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saberModel = 0;
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}
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else
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{
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return;
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}
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if ( saber[0] )
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{
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int numBlades = UI_SaberNumBladesForSaber( saber );
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if ( numBlades )
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{//okay, here we go, time to draw each blade...
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char saberTypeString[MAX_QPATH]={0};
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UI_SaberTypeForSaber( saber, saberTypeString );
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saberType_t saberType = TranslateSaberType( saberTypeString );
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for ( int curBlade = 0; curBlade < numBlades; curBlade++ )
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{
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2013-04-04 23:21:13 +00:00
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if ( UI_SaberShouldDrawBlade( saber, curBlade ) )
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{
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UI_SaberDrawBlade( item, saber, saberModel, saberType, origin, curYaw, curBlade );
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}
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2013-04-04 22:35:38 +00:00
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}
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}
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}
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}
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}
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void UI_SaberAttachToChar( itemDef_t *item )
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{
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int numSabers = 1;
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int saberNum = 0;
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if ( item->ghoul2.size() > 2 && item->ghoul2[2].mModelindex >=0 )
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{//remove any extra models
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DC->g2_RemoveGhoul2Model(item->ghoul2, 2);
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}
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if ( item->ghoul2.size() > 1 && item->ghoul2[1].mModelindex >=0)
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{//remove any extra models
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DC->g2_RemoveGhoul2Model(item->ghoul2, 1);
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}
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if ( uiInfo.movesTitleIndex == 4 /*MD_DUAL_SABERS*/ )
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{
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numSabers = 2;
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}
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for ( saberNum = 0; saberNum < numSabers; saberNum++ )
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{
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//bolt sabers
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char modelPath[MAX_QPATH];
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char skinPath[MAX_QPATH];
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char saber[MAX_QPATH];
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UI_GetSaberForMenu( saber, saberNum );
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if ( UI_SaberModelForSaber( saber, modelPath ) )
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{//successfully found a model
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int g2Saber = DC->g2_InitGhoul2Model(item->ghoul2, modelPath, 0, 0, 0, 0, 0); //add the model
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if (g2Saber)
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{
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//get the customSkin, if any
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if ( UI_SaberSkinForSaber( saber, skinPath ) )
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{
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int g2skin = DC->registerSkin(skinPath);
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DC->g2_SetSkin( &item->ghoul2[g2Saber], 0, g2skin );//this is going to set the surfs on/off matching the skin file
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}
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else
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{
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DC->g2_SetSkin( &item->ghoul2[g2Saber], -1, 0 );//turn off custom skin
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}
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int boltNum;
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if ( saberNum == 0 )
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{
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boltNum = G2API_AddBolt(&item->ghoul2[0], "*r_hand");
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}
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else
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{
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boltNum = G2API_AddBolt(&item->ghoul2[0], "*l_hand");
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}
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G2API_AttachG2Model(&item->ghoul2[g2Saber], &item->ghoul2[0], boltNum, 0);
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}
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}
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}
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}
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